987 DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) |
987 DrawSpriteRotated(sprSMineOff, x, y, 0, Gear^.DirAngle) |
988 else if Gear^.Health <> 0 then |
988 else if Gear^.Health <> 0 then |
989 DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
989 DrawSpriteRotated(sprSMineOn, x, y, 0, Gear^.DirAngle) |
990 else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
990 else DrawSpriteRotated(sprMineDead, x, y, 0, Gear^.DirAngle); |
991 |
991 |
992 gtCase: if ((Gear^.Pos and posCaseAmmo) <> 0) then |
992 gtCase: begin |
|
993 if Gear^.Timer < 255 then Tint($FF, $FF, $FF, Gear^.Timer); |
|
994 if ((Gear^.Pos and posCaseAmmo) <> 0) then |
993 begin |
995 begin |
994 i:= (GameTicks shr 6) mod 64; |
996 i:= (GameTicks shr 6) mod 64; |
995 if i > 18 then |
997 if i > 18 then |
996 i:= 0; |
998 i:= 0; |
997 DrawSprite(sprCase, x - 24, y - 24, i); |
999 DrawSprite(sprCase, x - 24, y - 24, i); |
1009 if i > 23 then |
1011 if i > 23 then |
1010 i:= 0; |
1012 i:= 0; |
1011 i:= i mod 12; |
1013 i:= i mod 12; |
1012 DrawSprite(sprUtility, x - 24, y - 24, i); |
1014 DrawSprite(sprUtility, x - 24, y - 24, i); |
1013 end; |
1015 end; |
|
1016 if Gear^.Timer < 255 then Tint($FF, $FF, $FF, $FF); |
|
1017 end; |
1014 gtExplosives: begin |
1018 gtExplosives: begin |
1015 if ((Gear^.State and gstDrowning) <> 0) then |
1019 if ((Gear^.State and gstDrowning) <> 0) then |
1016 DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
1020 DrawSprite(sprExplosivesRoll, x - 24, y - 24, 0) |
1017 else if Gear^.State and gstAnimation = 0 then |
1021 else if Gear^.State and gstAnimation = 0 then |
1018 begin |
1022 begin |